Updated documentation

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1241 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2009-10-17 08:50:13 +00:00
parent b2dfcf9d0c
commit 39a8ba4c52
10 changed files with 614 additions and 510 deletions

View File

@ -67,12 +67,16 @@ public :
/// this call will block the execution until the mutex /// this call will block the execution until the mutex
/// is released. /// is released.
/// ///
/// \see Unlock
///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Lock(); void Lock();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Unlock the mutex /// \brief Unlock the mutex
/// ///
/// \see Lock
///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Unlock(); void Unlock();

View File

@ -47,7 +47,7 @@ class SFML_API Thread : NonCopyable
{ {
public : public :
typedef void (*FuncType)(void*); typedef void (*FuncType)(void*); ///< Type of functions that can be used as thread entry points
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Construct the thread from a function pointer /// \brief Construct the thread from a function pointer

View File

@ -84,7 +84,7 @@ public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Assignment operator for a raw pointer parameter /// \brief Assignment operator for a raw pointer parameter
/// ///
/// \param resource Pointer to assign /// \param value Pointer to assign
/// ///
/// \return Reference to self /// \return Reference to self
/// ///
@ -94,12 +94,12 @@ public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Assignment operator for a ThreadLocalPtr parameter /// \brief Assignment operator for a ThreadLocalPtr parameter
/// ///
/// \param other ThreadLocalPtr to assign /// \param right ThreadLocalPtr to assign
/// ///
/// \return Reference to self /// \return Reference to self
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
ThreadLocalPtr<T>& operator =(const ThreadLocalPtr<T>& other); ThreadLocalPtr<T>& operator =(const ThreadLocalPtr<T>& right);
}; };
} // namespace sf } // namespace sf

View File

@ -27,8 +27,8 @@ namespace sf
{ {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
template <typename T> template <typename T>
ThreadLocalPtr<T>::ThreadLocalPtr(T* Value) : ThreadLocalPtr<T>::ThreadLocalPtr(T* value) :
ThreadLocal(Value) ThreadLocal(value)
{ {
} }
@ -59,18 +59,18 @@ ThreadLocalPtr<T>::operator T*() const
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
template <typename T> template <typename T>
ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(T* Value) ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(T* value)
{ {
SetValue(Value); SetValue(value);
return *this; return *this;
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
template <typename T> template <typename T>
ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(const ThreadLocalPtr<T>& Other) ThreadLocalPtr<T>& ThreadLocalPtr<T>::operator =(const ThreadLocalPtr<T>& right)
{ {
SetValue(Other.GetValue()); SetValue(right.GetValue());
return *this; return *this;
} }

View File

@ -1,353 +1,353 @@
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
// //
// SFML - Simple and Fast Multimedia Library // SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com) // Copyright (C) 2007-2009 Laurent Gomila (laurent.gom@gmail.com)
// //
// This software is provided 'as-is', without any express or implied warranty. // This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software. // In no event will the authors be held liable for any damages arising from the use of this software.
// //
// Permission is granted to anyone to use this software for any purpose, // Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely, // including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions: // subject to the following restrictions:
// //
// 1. The origin of this software must not be misrepresented; // 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software. // you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment // If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required. // in the product documentation would be appreciated but is not required.
// //
// 2. Altered source versions must be plainly marked as such, // 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software. // and must not be misrepresented as being the original software.
// //
// 3. This notice may not be removed or altered from any source distribution. // 3. This notice may not be removed or altered from any source distribution.
// //
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
#ifndef SFML_EVENT_HPP #ifndef SFML_EVENT_HPP
#define SFML_EVENT_HPP #define SFML_EVENT_HPP
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
// Headers // Headers
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
#include <SFML/Config.hpp> #include <SFML/Config.hpp>
namespace sf namespace sf
{ {
namespace Key namespace Key
{ {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Definition of key codes for keyboard events /// \brief Definition of key codes for keyboard events
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
enum Code enum Code
{ {
A = 'a', ///< The A key A = 'a', ///< The A key
B = 'b', ///< The B key B = 'b', ///< The B key
C = 'c', ///< The C key C = 'c', ///< The C key
D = 'd', ///< The D key D = 'd', ///< The D key
E = 'e', ///< The E key E = 'e', ///< The E key
F = 'f', ///< The F key F = 'f', ///< The F key
G = 'g', ///< The G key G = 'g', ///< The G key
H = 'h', ///< The H key H = 'h', ///< The H key
I = 'i', ///< The I key I = 'i', ///< The I key
J = 'j', ///< The J key J = 'j', ///< The J key
K = 'k', ///< The K key K = 'k', ///< The K key
L = 'l', ///< The L key L = 'l', ///< The L key
M = 'm', ///< The M key M = 'm', ///< The M key
N = 'n', ///< The N key N = 'n', ///< The N key
O = 'o', ///< The O key O = 'o', ///< The O key
P = 'p', ///< The P key P = 'p', ///< The P key
Q = 'q', ///< The Q key Q = 'q', ///< The Q key
R = 'r', ///< The R key R = 'r', ///< The R key
S = 's', ///< The S key S = 's', ///< The S key
T = 't', ///< The T key T = 't', ///< The T key
U = 'u', ///< The U key U = 'u', ///< The U key
V = 'v', ///< The V key V = 'v', ///< The V key
W = 'w', ///< The W key W = 'w', ///< The W key
X = 'x', ///< The X key X = 'x', ///< The X key
Y = 'y', ///< The Y key Y = 'y', ///< The Y key
Z = 'z', ///< The Z key Z = 'z', ///< The Z key
Num0 = '0', ///< The 0 key Num0 = '0', ///< The 0 key
Num1 = '1', ///< The 1 key Num1 = '1', ///< The 1 key
Num2 = '2', ///< The 2 key Num2 = '2', ///< The 2 key
Num3 = '3', ///< The 3 key Num3 = '3', ///< The 3 key
Num4 = '4', ///< The 4 key Num4 = '4', ///< The 4 key
Num5 = '5', ///< The 5 key Num5 = '5', ///< The 5 key
Num6 = '6', ///< The 6 key Num6 = '6', ///< The 6 key
Num7 = '7', ///< The 7 key Num7 = '7', ///< The 7 key
Num8 = '8', ///< The 8 key Num8 = '8', ///< The 8 key
Num9 = '9', ///< The 9 key Num9 = '9', ///< The 9 key
Escape = 256, ///< The Escape key Escape = 256, ///< The Escape key
LControl, ///< The left Control key LControl, ///< The left Control key
LShift, ///< The left Shift key LShift, ///< The left Shift key
LAlt, ///< The left Alt key LAlt, ///< The left Alt key
LSystem, ///< The left OS specific key : windows (Windows and Linux), apple (MacOS X), ... LSystem, ///< The left OS specific key : windows (Windows and Linux), apple (MacOS X), ...
RControl, ///< The right Control key RControl, ///< The right Control key
RShift, ///< The right Shift key RShift, ///< The right Shift key
RAlt, ///< The right Alt key RAlt, ///< The right Alt key
RSystem, ///< The right OS specific key : windows (Windows and Linux), apple (MacOS X), ... RSystem, ///< The right OS specific key : windows (Windows and Linux), apple (MacOS X), ...
Menu, ///< The Menu key Menu, ///< The Menu key
LBracket, ///< The [ key LBracket, ///< The [ key
RBracket, ///< The ] key RBracket, ///< The ] key
SemiColon, ///< The ; key SemiColon, ///< The ; key
Comma, ///< The , key Comma, ///< The , key
Period, ///< The . key Period, ///< The . key
Quote, ///< The ' key Quote, ///< The ' key
Slash, ///< The / key Slash, ///< The / key
BackSlash, ///< The \ key BackSlash, ///< The \ key
Tilde, ///< The ~ key Tilde, ///< The ~ key
Equal, ///< The = key Equal, ///< The = key
Dash, ///< The - key Dash, ///< The - key
Space, ///< The Space key Space, ///< The Space key
Return, ///< The Return key Return, ///< The Return key
Back, ///< The Backspace key Back, ///< The Backspace key
Tab, ///< The Tabulation key Tab, ///< The Tabulation key
PageUp, ///< The Page up key PageUp, ///< The Page up key
PageDown, ///< The Page down key PageDown, ///< The Page down key
End, ///< The End key End, ///< The End key
Home, ///< The Home key Home, ///< The Home key
Insert, ///< The Insert key Insert, ///< The Insert key
Delete, ///< The Delete key Delete, ///< The Delete key
Add, ///< + Add, ///< +
Subtract, ///< - Subtract, ///< -
Multiply, ///< * Multiply, ///< *
Divide, ///< / Divide, ///< /
Left, ///< Left arrow Left, ///< Left arrow
Right, ///< Right arrow Right, ///< Right arrow
Up, ///< Up arrow Up, ///< Up arrow
Down, ///< Down arrow Down, ///< Down arrow
Numpad0, ///< The numpad 0 key Numpad0, ///< The numpad 0 key
Numpad1, ///< The numpad 1 key Numpad1, ///< The numpad 1 key
Numpad2, ///< The numpad 2 key Numpad2, ///< The numpad 2 key
Numpad3, ///< The numpad 3 key Numpad3, ///< The numpad 3 key
Numpad4, ///< The numpad 4 key Numpad4, ///< The numpad 4 key
Numpad5, ///< The numpad 5 key Numpad5, ///< The numpad 5 key
Numpad6, ///< The numpad 6 key Numpad6, ///< The numpad 6 key
Numpad7, ///< The numpad 7 key Numpad7, ///< The numpad 7 key
Numpad8, ///< The numpad 8 key Numpad8, ///< The numpad 8 key
Numpad9, ///< The numpad 9 key Numpad9, ///< The numpad 9 key
F1, ///< The F1 key F1, ///< The F1 key
F2, ///< The F2 key F2, ///< The F2 key
F3, ///< The F3 key F3, ///< The F3 key
F4, ///< The F4 key F4, ///< The F4 key
F5, ///< The F5 key F5, ///< The F5 key
F6, ///< The F6 key F6, ///< The F6 key
F7, ///< The F7 key F7, ///< The F7 key
F8, ///< The F8 key F8, ///< The F8 key
F9, ///< The F8 key F9, ///< The F8 key
F10, ///< The F10 key F10, ///< The F10 key
F11, ///< The F11 key F11, ///< The F11 key
F12, ///< The F12 key F12, ///< The F12 key
F13, ///< The F13 key F13, ///< The F13 key
F14, ///< The F14 key F14, ///< The F14 key
F15, ///< The F15 key F15, ///< The F15 key
Pause, ///< The Pause key Pause, ///< The Pause key
Count ///< Keep last -- the total number of keyboard keys Count ///< Keep last -- the total number of keyboard keys
}; };
} }
namespace Mouse namespace Mouse
{ {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Definition of button codes for mouse events /// \brief Definition of button codes for mouse events
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
enum Button enum Button
{ {
Left, ///< The left mouse button Left, ///< The left mouse button
Right, ///< The right mouse button Right, ///< The right mouse button
Middle, ///< The middle (wheel) mouse button Middle, ///< The middle (wheel) mouse button
XButton1, ///< The first extra mouse button XButton1, ///< The first extra mouse button
XButton2, ///< The second extra mouse button XButton2, ///< The second extra mouse button
Count ///< Keep last -- the total number of mouse buttons Count ///< Keep last -- the total number of mouse buttons
}; };
} }
namespace Joy namespace Joy
{ {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Definition of joystick axis for joystick events /// \brief Definition of joystick axis for joystick events
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
enum Axis enum Axis
{ {
AxisX, ///< The X axis AxisX, ///< The X axis
AxisY, ///< The Y axis AxisY, ///< The Y axis
AxisZ, ///< The Z axis AxisZ, ///< The Z axis
AxisR, ///< The R axis AxisR, ///< The R axis
AxisU, ///< The U axis AxisU, ///< The U axis
AxisV, ///< The V axis AxisV, ///< The V axis
AxisPOV, ///< The Point-Of-View axis (hat) AxisPOV, ///< The Point-Of-View axis (hat)
Count ///< Keep last -- the total number of joystick axis Count ///< Keep last -- the total number of joystick axis
}; };
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Defines a system event and its parameters /// \brief Defines a system event and its parameters
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
class Event class Event
{ {
public : public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Keyboard event parameters (KeyPressed, KeyReleased) /// \brief Keyboard event parameters (KeyPressed, KeyReleased)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
struct KeyEvent struct KeyEvent
{ {
Key::Code Code; ///< Code of the key that has been pressed Key::Code Code; ///< Code of the key that has been pressed
bool Alt; ///< Is the Alt key pressed? bool Alt; ///< Is the Alt key pressed?
bool Control; ///< Is the Control key pressed? bool Control; ///< Is the Control key pressed?
bool Shift; ///< Is the Shift key pressed? bool Shift; ///< Is the Shift key pressed?
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Text event parameters (TextEntered) /// \brief Text event parameters (TextEntered)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
struct TextEvent struct TextEvent
{ {
Uint32 Unicode; ///< UTF-32 unicode value of the character Uint32 Unicode; ///< UTF-32 unicode value of the character
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Mouse move event parameters (MouseMoved) /// \brief Mouse move event parameters (MouseMoved)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
struct MouseMoveEvent struct MouseMoveEvent
{ {
int X; ///< X position of the mouse, relative to the left of the owner window int X; ///< X position of the mouse, relative to the left of the owner window
int Y; ///< Y position of the mouse, relative to the top of the owner window int Y; ///< Y position of the mouse, relative to the top of the owner window
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Mouse buttons events parameters /// \brief Mouse buttons events parameters
/// (MouseButtonPressed, MouseButtonReleased) /// (MouseButtonPressed, MouseButtonReleased)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
struct MouseButtonEvent struct MouseButtonEvent
{ {
Mouse::Button Button; ///< Code of the button that has been pressed Mouse::Button Button; ///< Code of the button that has been pressed
int X; ///< X position of the mouse, relative to the left of the owner window int X; ///< X position of the mouse, relative to the left of the owner window
int Y; ///< Y position of the mouse, relative to the top of the owner window int Y; ///< Y position of the mouse, relative to the top of the owner window
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Mouse wheel events parameters (MouseWheelMoved) /// \brief Mouse wheel events parameters (MouseWheelMoved)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
struct MouseWheelEvent struct MouseWheelEvent
{ {
int Delta; ///< Number of ticks the wheel has moved (positive is up, negative is down) int Delta; ///< Number of ticks the wheel has moved (positive is up, negative is down)
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Joystick axis move event parameters (JoyMoved) /// \brief Joystick axis move event parameters (JoyMoved)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
struct JoyMoveEvent struct JoyMoveEvent
{ {
unsigned int JoystickId; ///< Index of the joystick (0 or 1) unsigned int JoystickId; ///< Index of the joystick (0 or 1)
Joy::Axis Axis; ///< Axis on which the joystick moved Joy::Axis Axis; ///< Axis on which the joystick moved
float Position; ///< New position on the axis (in range [-100, 100]) float Position; ///< New position on the axis (in range [-100, 100])
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Joystick buttons events parameters /// \brief Joystick buttons events parameters
/// (JoyButtonPressed, JoyButtonReleased) /// (JoyButtonPressed, JoyButtonReleased)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
struct JoyButtonEvent struct JoyButtonEvent
{ {
unsigned int JoystickId; ///< Index of the joystick (0 or 1) unsigned int JoystickId; ///< Index of the joystick (0 or 1)
unsigned int Button; ///< Index of the button that has been pressed unsigned int Button; ///< Index of the button that has been pressed
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Size events parameters (Resized) /// \brief Size events parameters (Resized)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
struct SizeEvent struct SizeEvent
{ {
unsigned int Width; ///< New width, in pixels unsigned int Width; ///< New width, in pixels
unsigned int Height; ///< New height, in pixels unsigned int Height; ///< New height, in pixels
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Enumeration of the different types of events /// \brief Enumeration of the different types of events
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
enum EventType enum EventType
{ {
Closed, ///< The window requested to be closed Closed, ///< The window requested to be closed
Resized, ///< The window was resized Resized, ///< The window was resized
LostFocus, ///< The window lost the focus LostFocus, ///< The window lost the focus
GainedFocus, ///< The window gained the focus GainedFocus, ///< The window gained the focus
TextEntered, ///< A character was entered TextEntered, ///< A character was entered
KeyPressed, ///< A key was pressed KeyPressed, ///< A key was pressed
KeyReleased, ///< A key was released KeyReleased, ///< A key was released
MouseWheelMoved, ///< The mouse wheel was scrolled MouseWheelMoved, ///< The mouse wheel was scrolled
MouseButtonPressed, ///< A mouse button was pressed MouseButtonPressed, ///< A mouse button was pressed
MouseButtonReleased, ///< A mouse button was released MouseButtonReleased, ///< A mouse button was released
MouseMoved, ///< The mouse cursor moved MouseMoved, ///< The mouse cursor moved
MouseEntered, ///< The mouse cursor entered the area of the window MouseEntered, ///< The mouse cursor entered the area of the window
MouseLeft, ///< The mouse cursor left the area of the window MouseLeft, ///< The mouse cursor left the area of the window
JoyButtonPressed, ///< A joystick button was pressed JoyButtonPressed, ///< A joystick button was pressed
JoyButtonReleased, ///< A joystick button was released JoyButtonReleased, ///< A joystick button was released
JoyMoved, ///< The joystick moved along an axis JoyMoved, ///< The joystick moved along an axis
Count ///< Keep last -- the total number of event types Count ///< Keep last -- the total number of event types
}; };
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
// Member data // Member data
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
EventType Type; ///< Type of the event EventType Type; ///< Type of the event
union union
{ {
KeyEvent Key; ///< Key event parameters KeyEvent Key; ///< Key event parameters
TextEvent Text; ///< Text event parameters TextEvent Text; ///< Text event parameters
MouseMoveEvent MouseMove; ///< Mouse move event parameters MouseMoveEvent MouseMove; ///< Mouse move event parameters
MouseButtonEvent MouseButton; ///< Mouse button event parameters MouseButtonEvent MouseButton; ///< Mouse button event parameters
MouseWheelEvent MouseWheel; ///< Mouse wheel event parameters MouseWheelEvent MouseWheel; ///< Mouse wheel event parameters
JoyMoveEvent JoyMove; ///< Joystick move event parameters JoyMoveEvent JoyMove; ///< Joystick move event parameters
JoyButtonEvent JoyButton; ///< Joystick button event parameters JoyButtonEvent JoyButton; ///< Joystick button event parameters
SizeEvent Size; ///< Size event parameters SizeEvent Size; ///< Size event parameters
}; };
}; };
} // namespace sf } // namespace sf
#endif // SFML_EVENT_HPP #endif // SFML_EVENT_HPP
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \class sf::Event /// \class sf::Event
/// ///
/// sf::Event holds all the informations about a system event /// sf::Event holds all the informations about a system event
/// that just happened. Events are retrieved using the /// that just happened. Events are retrieved using the
/// sf::Window::GetEvent function. /// sf::Window::GetEvent function.
/// ///
/// A sf::Event instance contains the type of the event /// A sf::Event instance contains the type of the event
/// (mouse moved, key pressed, window closed, ...) as well /// (mouse moved, key pressed, window closed, ...) as well
/// as the details about this particular event. Please note that /// as the details about this particular event. Please note that
/// the event parameters are defined in a union, which means that /// the event parameters are defined in a union, which means that
/// only the member matching the type of the event will be properly /// only the member matching the type of the event will be properly
/// filled; all other members will have undefined values and must not /// filled; all other members will have undefined values and must not
/// be read if the type of the event doesn't match. For example, /// be read if the type of the event doesn't match. For example,
/// if you received a KeyPressed event, then you must read the /// if you received a KeyPressed event, then you must read the
/// event.Key member, all other members such as event.MouseMove /// event.Key member, all other members such as event.MouseMove
/// or event.Text will have undefined values. /// or event.Text will have undefined values.
/// ///
/// Usage example: /// Usage example:
/// \code /// \code
/// sf::Event event; /// sf::Event event;
@ -367,6 +367,6 @@ public :
/// ///
/// // etc ... /// // etc ...
/// } /// }
/// \endcode /// \endcode
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////

View File

@ -71,7 +71,7 @@ public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Get a valid video mode /// \brief Get a valid video mode
/// ///
/// The parameter \index must be in the range [0, GetModesCount()[. /// The parameter \a index must be in the range [0, GetModesCount()[.
/// Modes are sorted from best to worst, so that /// Modes are sorted from best to worst, so that
/// sf::VideoMode::GetMode(0) will always give the best. /// sf::VideoMode::GetMode(0) will always give the best.
/// ///

View File

@ -50,193 +50,274 @@ namespace priv
} }
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Window is a rendering window ; it can create a new window /// \brief Window that serves as a target for OpenGL rendering
/// or connect to an existing one ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
class SFML_API Window : public WindowListener, NonCopyable class SFML_API Window : public WindowListener, NonCopyable
{ {
public : public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Default constructor /// \brief Default constructor
///
/// This default constructor doesn't create the window,
/// you must call Create() to do so.
/// If \a style contains Style::Fullscreen, then \a mode
/// must be a valid video mode.
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Window(); Window();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Construct a new window /// \brief Construct a new window
/// ///
/// \param mode : Video mode to use /// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title : Title of the window /// \param title Title of the window
/// \param style : Window style /// \param style Window style
/// \param settings : Additional settings for the underlying OpenGL context /// \param settings Additional settings for the underlying OpenGL context
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Window(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings()); Window(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Construct the window from an existing control /// \brief Construct the window from an existing control
/// ///
/// \param handle : Platform-specific handle of the control /// Use this constructor if you want to create an OpenGL
/// \param settings : Additional settings for the underlying OpenGL context /// rendering area into an already existing control.
///
/// \param handle Platform-specific handle of the control
/// \param settings Additional settings for the underlying OpenGL context
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Window(WindowHandle handle, const ContextSettings& settings = ContextSettings()); Window(WindowHandle handle, const ContextSettings& settings = ContextSettings());
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Destructor /// \brief Destructor
///
/// Closes the window and free all the resources attached to it.
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual ~Window(); virtual ~Window();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Create (or recreate) the window /// \brief Create (or recreate) the window
/// ///
/// \param mode : Video mode to use /// If the window was already created, it closes it first.
/// \param title : Title of the window /// If \a style contains Style::Fullscreen, then \a mode
/// \param style : Window style /// must be a valid video mode.
/// \param Settings : Additional settings for the underlying OpenGL context ///
/// \param mode Video mode to use (defines the width, height and depth of the rendering area of the window)
/// \param title Title of the window
/// \param style Window style
/// \param settings Additional settings for the underlying OpenGL context
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Create(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings()); void Create(VideoMode mode, const std::string& title, unsigned long style = Style::Resize | Style::Close, const ContextSettings& settings = ContextSettings());
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Create (or recreate) the window from an existing control /// \brief Create (or recreate) the window from an existing control
/// ///
/// \param handle : Platform-specific handle of the control /// Use this function if you want to create an OpenGL
/// \param settings : Additional settings for the underlying OpenGL context /// rendering area into an already existing control.
/// If the window was already created, it closes it first.
///
/// \param handle Platform-specific handle of the control
/// \param settings Additional settings for the underlying OpenGL context
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Create(WindowHandle handle, const ContextSettings& settings = ContextSettings()); void Create(WindowHandle handle, const ContextSettings& settings = ContextSettings());
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Close (destroy) the window. /// \brief Close the window and destroy all the attached resources
/// The sf::Window instance remains valid and you can call ///
/// Create to recreate the window /// After calling this function, the sf::Window instance remains
/// valid and you can call Create() to recreate the window.
/// All other functions such as GetEvent() or Display() will
/// still work (i.e. you don't have to test IsOpened() every time),
/// and will have no effect on closed windows.
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Close(); void Close();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Tell whether or not the window is opened (ie. has been created). /// \brief Tell whether or not the window is opened
/// Note that a hidden window (Show(false))
/// will still return true
/// ///
/// \return True if the window is opened /// This function returns whether or not the window exists.
/// Note that a hidden window (Show(false)) will return true.
///
/// \return True if the window is opened, false if it has been closed
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool IsOpened() const; bool IsOpened() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the width of the rendering region of the window /// \brief Get the width of the rendering region of the window
///
/// The width doesn't include the titlebar and borders
/// of the window.
/// ///
/// \return Width in pixels /// \return Width in pixels
/// ///
/// \see GetHeight
///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
unsigned int GetWidth() const; unsigned int GetWidth() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the height of the rendering region of the window /// Get the height of the rendering region of the window
/// ///
/// The height doesn't include the titlebar and borders
/// of the window.
///
/// \return Height in pixels /// \return Height in pixels
/// ///
/// \see GetWidth
///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
unsigned int GetHeight() const; unsigned int GetHeight() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the settinsg of the OpenGL context of the window /// \brief Get the settings of the OpenGL context of the window
/// ///
/// \return Structure containing the context settings /// Note that these settings may be different from what was
/// passed to the constructor or the Create() function,
/// if one or more settings were not supported. In this case,
/// SFML chose the closest match.
///
/// \return Structure containing the OpenGL context settings
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const ContextSettings& GetSettings() const; const ContextSettings& GetSettings() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the event on top of events stack, if any, and pop it /// \brief Pop the event on top of events stack, if any, and return it
/// ///
/// \param event : Event to fill, if any /// This function is not blocking, if there's no pending event then
/// it will return false and leave \a event unmodified.
/// Note that more than event may be present in the events stack,
/// thus you should always call this function in a loop
/// to make sure that you process every pending event.
/// \code
/// sf::Event event;
/// while (window.GetEvent(event))
/// {
/// // process event...
/// }
/// \endcode
/// ///
/// \return True if an event was returned, false if events stack was empty /// \param event Event to be returned
///
/// \return True if an event was returned, or false if the events stack was empty
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool GetEvent(Event& event); bool GetEvent(Event& event);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Enable / disable vertical synchronization /// \brief Enable or disable vertical synchronization
/// ///
/// \param enabled : True to enable v-sync, false to deactivate /// Activating vertical synchronization will limit the number
/// of frames displayed to the refresh rate of the monitor.
/// This can avoid some visual artifacts, and limit the framerate
/// to a good value (but not constant across different computers).
///
/// Vertical synchronization is disabled by default.
///
/// \param enabled True to enable v-sync, false to deactivate
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void UseVerticalSync(bool enabled); void UseVerticalSync(bool enabled);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Show or hide the mouse cursor /// \brief Show or hide the mouse cursor
/// ///
/// \param show : True to show, false to hide /// The mouse cursor is shown by default.
///
/// \param show True to show, false to hide
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void ShowMouseCursor(bool show); void ShowMouseCursor(bool show);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change the position of the mouse cursor /// \brief Change the position of the mouse cursor
/// ///
/// \param left : Left coordinate of the cursor, relative to the window /// \param left Left coordinate of the cursor, relative to the window
/// \param top : Top coordinate of the cursor, relative to the window /// \param top Top coordinate of the cursor, relative to the window
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetCursorPosition(unsigned int left, unsigned int top); void SetCursorPosition(unsigned int left, unsigned int top);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change the position of the window on screen. /// \brief Change the position of the window on screen
/// Only works for top-level windows
/// ///
/// \param left : Left position /// This function only works for top-level windows
/// \param top : Top position /// (i.e. it will be ignored for windows created from
/// the handle of a child window/control).
///
/// \param left Left position
/// \param top Top position
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetPosition(int left, int top); void SetPosition(int left, int top);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change the size of the rendering region of the window /// \brief Change the size of the rendering region of the window
/// ///
/// \param width : New width /// \param width New width, in pixels
/// \param height : New height /// \param height New height, in pixels
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetSize(unsigned int width, unsigned int height); void SetSize(unsigned int width, unsigned int height);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Show or hide the window /// \brief Show or hide the window
/// ///
/// \param show : True to show, false to hide /// The window is shown by default.
///
/// \param show True to show, false to hide
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Show(bool show); void Show(bool show);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Enable or disable automatic key-repeat. /// \brief Enable or disable automatic key-repeat
/// Automatic key-repeat is enabled by default
/// ///
/// \param Enabled : True to enable, false to disable /// If key repeat is enabled, you will receive repeated
/// KeyPress events while keeping a key pressed. If it is disabled,
/// you will only get a single event when the key is pressed.
///
/// Key repeat is enabled by default.
///
/// \param enabled True to enable, false to disable
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void EnableKeyRepeat(bool Enabled); void EnableKeyRepeat(bool enabled);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change the window's icon /// \brief Change the window's icon
/// ///
/// \param width : Icon's width, in pixels /// \a pixels must be an array of \a width x \a height pixels
/// \param height : Icon's height, in pixels /// in 32-bits RGBA format.
/// \param pixels : Pointer to the pixels in memory, format must be RGBA 32 bits ///
/// The OS default icon is used by default.
///
/// \param width Icon's width, in pixels
/// \param height Icon's height, in pixels
/// \param pixels Pointer to the array of pixels in memory
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetIcon(unsigned int width, unsigned int height, const Uint8* pixels); void SetIcon(unsigned int width, unsigned int height, const Uint8* pixels);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Activate or deactivate the window as the current target /// \brief Activate or deactivate the window as the current target
/// for rendering /// for OpenGL rendering
/// ///
/// \param active : True to activate, false to deactivate /// A window is active only on the current thread, if you want to
/// make it active on another thread you have to deactivate it
/// on the previous thread first if it was active.
/// Only one window can be active on a thread at a time, thus
/// the window previously active (if any) automatically gets deactivated.
///
/// \param active True to activate, false to deactivate
/// ///
/// \return True if operation was successful, false otherwise /// \return True if operation was successful, false otherwise
/// ///
@ -244,29 +325,45 @@ public :
bool SetActive(bool active = true) const; bool SetActive(bool active = true) const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Display the window on screen /// \brief Display on screen what has been rendered to the
/// window so far
///
/// This function is typically called after all OpenGL rendering
/// has been done for the current frame, in order to show
/// it on screen.
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Display(); void Display();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get the input manager of the window /// \brief Get the input manager attached the window
/// ///
/// \return Reference to the input /// This input gives access to the real-time state of
/// keyboard, mouse and joysticks for this window.
///
/// \return Read-only reference to the input manager
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Input& GetInput() const; const Input& GetInput() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Limit the framerate to a maximum fixed frequency /// \brief Limit the framerate to a maximum fixed frequency
/// ///
/// \param limit : Framerate limit, in frames per seconds (use 0 to disable limit) /// If a limit is set, the window will use a small delay after
/// each call to Display() to ensure that the current frame
/// lasted long enough to match the framerate limit.
///
/// \param limit Framerate limit, in frames per seconds (use 0 to disable limit)
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetFramerateLimit(unsigned int limit); void SetFramerateLimit(unsigned int limit);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Get time elapsed since last frame /// \brief Get the time elapsed since the last frame
///
/// This function returns the time elapsed during the last frame.
/// This can be useful for calculating the framerate, or for
/// updating the application's objects.
/// ///
/// \return Time elapsed, in seconds /// \return Time elapsed, in seconds
/// ///
@ -274,10 +371,14 @@ public :
float GetFrameTime() const; float GetFrameTime() const;
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Change the joystick threshold, ie. the value below which /// \brief Change the joystick threshold
/// no move event will be generated
/// ///
/// \param threshold : New threshold, in range [0, 100] /// Ths joystick threshold is the value below which
/// no JoyMoved event will be generated.
///
/// The threshold value is 0.1 by default.
///
/// \param threshold New threshold, in the range [0, 100]
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void SetJoystickThreshold(float threshold); void SetJoystickThreshold(float threshold);
@ -285,27 +386,35 @@ public :
private : private :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Called after the window has been created /// \brief Function called after the window has been created
///
/// This function is called so that derived classes can
/// perform their own specific initialization as soon as
/// the window is created.
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void OnCreate(); virtual void OnCreate();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Called before the window has been displayed /// \brief Function called before the window is displayed
///
/// This function is called so that derived classes can
/// perform their own specific tasks right before the
/// rendered contents are displayed on screen.
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void OnDisplay(); virtual void OnDisplay();
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// /see WindowListener::OnEvent /// \brief Called each time an event is received from the internal window
/// ///
/// \param event : Event received /// \param event Event received
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void OnEvent(const Event& event); virtual void OnEvent(const Event& event);
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Do some common internal initializations /// \brief Perform some common internal initializations
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Initialize(); void Initialize();
@ -319,7 +428,7 @@ private :
Input myInput; ///< Input manager connected to window Input myInput; ///< Input manager connected to window
Clock myClock; ///< Clock for measuring the elapsed time between frames Clock myClock; ///< Clock for measuring the elapsed time between frames
float myLastFrameTime; ///< Time elapsed since last frame float myLastFrameTime; ///< Time elapsed since last frame
bool myIsExternal; ///< Tell whether the window is internal or external (created by SFML or not) bool myIsExternal; ///< Tell whether the window is internal or external (i.e. created by SFML or not)
unsigned int myFramerateLimit; ///< Current framerate limit unsigned int myFramerateLimit; ///< Current framerate limit
int mySetCursorPosX; ///< X coordinate passed to the last call to SetCursorPosition int mySetCursorPosX; ///< X coordinate passed to the last call to SetCursorPosition
int mySetCursorPosY; ///< Y coordinate passed to the last call to SetCursorPosition int mySetCursorPosY; ///< Y coordinate passed to the last call to SetCursorPosition
@ -329,3 +438,62 @@ private :
#endif // SFML_WINDOW_HPP #endif // SFML_WINDOW_HPP
////////////////////////////////////////////////////////////
/// \class sf::Window
///
/// sf::Window is the main class of the Window module. It defines
/// an OS window that is able to receive an OpenGL rendering.
///
/// A sf::Window can create its own new window, or be embedded into
/// an already existing control using the Create(handle) function.
/// This can be useful for embedding an OpenGL rendering area into
/// a view which is part of a bigger GUI with existing windows,
/// controls, etc. It can also serve as embedding an OpenGL rendering
/// area into a window created by another (probably richer) GUI library
/// like Qt or wxWidgets.
///
/// The sf::Window class provides a simple interface for manipulating
/// the window: move, resize, show/hide, control mouse cursor, etc.
/// It also provides event handling through its GetEvent() function,
/// and real-time state handling with its attached sf::Input object
/// (see GetInput()).
///
/// Note that OpenGL experts can pass their own parameters (antialiasing
/// level, bits for the depth and stencil buffers, etc.) to the
/// OpenGL context attached to the window, with the sf::ContextSettings
/// structure which is passed as an optional argument when creating the
/// window.
///
/// Usage example:
/// \code
/// // Declare and create a new window
/// sf::Window window(sf::VideoMode(800, 600), "SFML window");
///
/// // Limit the framerate to 60 frames per second (this step is optional)
/// window.SetFramerateLimit(60);
///
/// // The main loop - ends as soon as the window is closed
/// while (window.IsOpened())
/// {
/// // Event processing
/// sf::Event event;
/// while (window.GetEvent(event))
/// {
/// // Request for closing the window
/// if (event.Type == sf::Event::Closed)
/// window.Close();
/// }
///
/// // Activate the window for OpenGL rendering
/// window.SetActive();
///
/// // OpenGL drawing commands go here...
///
/// // End the current frame and display its contents on screen
/// window.Display();
/// }
/// \endcode
///
////////////////////////////////////////////////////////////

View File

@ -124,7 +124,7 @@ public :
/// This can avoid some visual artifacts, and limit the framerate /// This can avoid some visual artifacts, and limit the framerate
/// to a good value (but not constant across different computers). /// to a good value (but not constant across different computers).
/// ///
/// \param enabled : True to enable v-sync, false to deactivate /// \param enabled True to enable v-sync, false to deactivate
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void UseVerticalSync(bool enabled) = 0; virtual void UseVerticalSync(bool enabled) = 0;

View File

@ -45,8 +45,6 @@ namespace
namespace sf namespace sf
{ {
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Default constructor
////////////////////////////////////////////////////////////
Window::Window() : Window::Window() :
myWindow (NULL), myWindow (NULL),
myContext (NULL), myContext (NULL),
@ -60,8 +58,6 @@ mySetCursorPosY (0xFFFF)
} }
////////////////////////////////////////////////////////////
/// Construct a new window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Window::Window(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings) : Window::Window(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings) :
myWindow (NULL), myWindow (NULL),
@ -76,8 +72,6 @@ mySetCursorPosY (0xFFFF)
} }
////////////////////////////////////////////////////////////
/// Construct the window from an existing control
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Window::Window(WindowHandle handle, const ContextSettings& settings) : Window::Window(WindowHandle handle, const ContextSettings& settings) :
myWindow (NULL), myWindow (NULL),
@ -92,8 +86,6 @@ mySetCursorPosY (0xFFFF)
} }
////////////////////////////////////////////////////////////
/// Destructor
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
Window::~Window() Window::~Window()
{ {
@ -101,8 +93,6 @@ Window::~Window()
} }
////////////////////////////////////////////////////////////
/// Create the window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::Create(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings) void Window::Create(VideoMode mode, const std::string& title, unsigned long style, const ContextSettings& settings)
{ {
@ -154,8 +144,6 @@ void Window::Create(VideoMode mode, const std::string& title, unsigned long styl
} }
////////////////////////////////////////////////////////////
/// Create the window from an existing control
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::Create(WindowHandle handle, const ContextSettings& settings) void Window::Create(WindowHandle handle, const ContextSettings& settings)
{ {
@ -177,10 +165,6 @@ void Window::Create(WindowHandle handle, const ContextSettings& settings)
} }
////////////////////////////////////////////////////////////
/// Close (destroy) the window.
/// The sf::Window instance remains valid and you can call
/// Create to recreate the window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::Close() void Window::Close()
{ {
@ -204,10 +188,6 @@ void Window::Close()
} }
////////////////////////////////////////////////////////////
/// Tell whether or not the window is opened (ie. has been created).
/// Note that a hidden window (Show(false))
/// will still return true
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool Window::IsOpened() const bool Window::IsOpened() const
{ {
@ -215,8 +195,6 @@ bool Window::IsOpened() const
} }
////////////////////////////////////////////////////////////
/// Get the width of the rendering region of the window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
unsigned int Window::GetWidth() const unsigned int Window::GetWidth() const
{ {
@ -224,8 +202,6 @@ unsigned int Window::GetWidth() const
} }
////////////////////////////////////////////////////////////
/// Get the height of the rendering region of the window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
unsigned int Window::GetHeight() const unsigned int Window::GetHeight() const
{ {
@ -233,8 +209,6 @@ unsigned int Window::GetHeight() const
} }
////////////////////////////////////////////////////////////
/// Get the creation settings of the window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const ContextSettings& Window::GetSettings() const const ContextSettings& Window::GetSettings() const
{ {
@ -244,8 +218,6 @@ const ContextSettings& Window::GetSettings() const
} }
////////////////////////////////////////////////////////////
/// Get the event on top of events stack, if any
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool Window::GetEvent(Event& event) bool Window::GetEvent(Event& event)
{ {
@ -266,8 +238,6 @@ bool Window::GetEvent(Event& event)
} }
////////////////////////////////////////////////////////////
/// Enable / disable vertical synchronization
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::UseVerticalSync(bool enabled) void Window::UseVerticalSync(bool enabled)
{ {
@ -276,8 +246,6 @@ void Window::UseVerticalSync(bool enabled)
} }
////////////////////////////////////////////////////////////
/// Show or hide the mouse cursor
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::ShowMouseCursor(bool show) void Window::ShowMouseCursor(bool show)
{ {
@ -286,8 +254,6 @@ void Window::ShowMouseCursor(bool show)
} }
////////////////////////////////////////////////////////////
/// Change the position of the mouse cursor
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::SetCursorPosition(unsigned int left, unsigned int top) void Window::SetCursorPosition(unsigned int left, unsigned int top)
{ {
@ -302,8 +268,6 @@ void Window::SetCursorPosition(unsigned int left, unsigned int top)
} }
////////////////////////////////////////////////////////////
/// Change the position of the window on screen
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::SetPosition(int left, int top) void Window::SetPosition(int left, int top)
{ {
@ -312,8 +276,6 @@ void Window::SetPosition(int left, int top)
} }
////////////////////////////////////////////////////////////
/// Change the size of the rendering region of the window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::SetSize(unsigned int width, unsigned int height) void Window::SetSize(unsigned int width, unsigned int height)
{ {
@ -322,8 +284,6 @@ void Window::SetSize(unsigned int width, unsigned int height)
} }
////////////////////////////////////////////////////////////
/// Show or hide the window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::Show(bool show) void Window::Show(bool show)
{ {
@ -332,9 +292,6 @@ void Window::Show(bool show)
} }
////////////////////////////////////////////////////////////
/// Enable or disable automatic key-repeat.
/// Automatic key-repeat is enabled by default
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::EnableKeyRepeat(bool enabled) void Window::EnableKeyRepeat(bool enabled)
{ {
@ -343,8 +300,6 @@ void Window::EnableKeyRepeat(bool enabled)
} }
////////////////////////////////////////////////////////////
/// Change the window's icon
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::SetIcon(unsigned int width, unsigned int height, const Uint8* pixels) void Window::SetIcon(unsigned int width, unsigned int height, const Uint8* pixels)
{ {
@ -353,9 +308,6 @@ void Window::SetIcon(unsigned int width, unsigned int height, const Uint8* pixel
} }
////////////////////////////////////////////////////////////
/// Activate or deactivate the window as the current target
/// for rendering
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
bool Window::SetActive(bool active) const bool Window::SetActive(bool active) const
{ {
@ -378,8 +330,6 @@ bool Window::SetActive(bool active) const
} }
////////////////////////////////////////////////////////////
/// Display the window on screen
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::Display() void Window::Display()
{ {
@ -407,8 +357,6 @@ void Window::Display()
} }
////////////////////////////////////////////////////////////
/// Get the input manager of the window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
const Input& Window::GetInput() const const Input& Window::GetInput() const
{ {
@ -417,16 +365,11 @@ const Input& Window::GetInput() const
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// Set the framerate at a fixed frequency
////////////////////////////////////////////////////////////
void Window::SetFramerateLimit(unsigned int limit)
{ {
myFramerateLimit = limit; myFramerateLimit = limit;
} }
////////////////////////////////////////////////////////////
/// Get time elapsed since last frame
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
float Window::GetFrameTime() const float Window::GetFrameTime() const
{ {
@ -434,9 +377,6 @@ float Window::GetFrameTime() const
} }
////////////////////////////////////////////////////////////
/// Change the joystick threshold, ie. the value below which
/// no move event will be generated
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::SetJoystickThreshold(float threshold) void Window::SetJoystickThreshold(float threshold)
{ {
@ -445,8 +385,6 @@ void Window::SetJoystickThreshold(float threshold)
} }
////////////////////////////////////////////////////////////
/// Called after the window has been created
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::OnCreate() void Window::OnCreate()
{ {
@ -454,8 +392,6 @@ void Window::OnCreate()
} }
////////////////////////////////////////////////////////////
/// Called before the window has been displayed
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::OnDisplay() void Window::OnDisplay()
{ {
@ -463,8 +399,6 @@ void Window::OnDisplay()
} }
////////////////////////////////////////////////////////////
/// Receive an event from window
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::OnEvent(const Event& event) void Window::OnEvent(const Event& event)
{ {
@ -482,8 +416,6 @@ void Window::OnEvent(const Event& event)
} }
////////////////////////////////////////////////////////////
/// Do some common internal initializations
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
void Window::Initialize() void Window::Initialize()
{ {

View File

@ -166,8 +166,8 @@ public :
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
/// \brief Change the size of the rendering region of the window /// \brief Change the size of the rendering region of the window
/// ///
/// \param width New width /// \param width New width, in pixels
/// \param height New height /// \param height New height, in pixels
/// ///
//////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////
virtual void SetSize(unsigned int width, unsigned int height) = 0; virtual void SetSize(unsigned int width, unsigned int height) = 0;